Re: Voting

Date: 2007-01-26 01:21 pm (UTC)
In the multi-game arc there's still a per-session narrative structure that brings some kind of resolution. It may be problem >> resolution >> escalation, but there is that resolution inherent in the session.

That makes more sense than what I was understanding originally, and I suppose I can see your point.

The 'plan one session, execute the next' model just left me kinda cold.

I have an article in the Pyramid hopper that I should show you, because I think I wasn't clear in my explanation.

In the short form, the classic Caper has 2 stages - planning and execution - but there is a lot of problem >> resolution >> escalation in the first stage. If you look at Ocean's 11, for instance, everything that occurs before fight night is the planning: recruiting the team, doing the reconnaissance, tapping into the computers, inserting the inside man, setting up the relationship with the mark, etc. etc. The back half of the movie - call it everything from after they get the Pinch - is the execution of the plan, but the making of the plan is a complex adventure that needs enough time to gell.

I'm not sure I got that across, or that you were assuming the first session would just be planning rather than tension packed subterfuge before D-Day.
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Brian Rogers

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